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//============================================================================= // MakeNaliFriendly // makes all fearful Nali friendly again. // Use this when player "helps" nali, to make up for earlier killing one // "accidentally" //============================================================================= class MakeNaliFriendly extends Keypoint; function Trigger(actor Other, pawn EventInstigator) { local Pawn aPawn; if ( EventInstigator.bIsPlayer ) { aPawn = Level.PawnList; while ( aPawn != None ) { if ( aPawn.IsA('Nali') ) { aPawn.AttitudeToPlayer = ATTITUDE_Friendly; if (Nali(aPawn).OldEnemy!=none && Nali(aPawn).OldEnemy.bIsPlayer) Nali(aPawn).OldEnemy=none; if (Nali(aPawn).Enemy!=none && Nali(aPawn).Enemy.bIsPlayer) { Nali(aPawn).Enemy=none; if ( Nali(aPawn).IsInState('Retreating') || Nali(aPawn).IsInState('Acquisition') || Nali(aPawn).IsInState('Threatening') || Nali(aPawn).IsInState('Charging') || Nali(aPawn).IsInState('TacticalMove') || Nali(aPawn).IsInState('Hunting') || Nali(aPawn).IsInState('StakeOut') || Nali(aPawn).IsInState('MeleeAttack') || Nali(aPawn).IsInState('RangedAttack') ) Nali(aPawn).gotostate('Attacking'); } } aPawn = aPawn.NextPawn; } } } defaultproperties { bCollideActors=True } |
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